TGS 2005: Multiplayer Hands-on w/ Subsistence

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Early networked impressions from Metal Gear Solid 3.5!

By Jeremy Dunham

We've got our work cut out for us, that's for sure. As one of only four members of an elite (okay... lucky) squad of American online journalists invited to participate in a special tournament this coming Sunday, I'm both honored and terrified at the prospect that lays before me -- to join up with my fellow team members and overcome a hurdle consisting of two Japanese groups and another U.S. (print) contingent bent on proving that they're the best there is when it comes to Konami's stealth-action update, Metal Gear Solid 3: Subsistence.

In case you weren't aware, Subsistence is the Metal Gear experience that many had hoped it would have been from the beginning. Though the first MGS3 a killer app in several respects, it still had a collection of shortcomings that kept casual fans from giving it the real chance it deserved. I don't think history will repeat itself again, however, considering the generous amount of bonuses included in the new update. But out of all the new additions made (including a fully rotational 3D camera, extra Snake vs. Monkey stages, the two original MSX games, and additional camouflage), none of them have garnered as much attention as the online mode... something that has never been done in a Metal Gear title before.

Anyway, now that the history lesson is over, it's back to the issue at hand. Daunting as that task may be, the chance to get up on a stage with a bunch of other gamers and hack it out "commando style" certainly doesn't sound like a bad thing -- especially if the online experience is a good one. And based on what I've played so far, it certainly looks like it's going to be.

Thus far point I've managed to log in just over an hour's worth of play time. But over the course of those 60 minutes of networked combat I've managed to learn quite a lot. Pornography and other various books of interest, for example, are great ways of distracting an enemy when you want to keep them from getting too close (toss a pamphlet out with a hostile next to you and they're forced to stop and read it -- giving you enough valuable time to either attack them or escape altogether). Moreover, using the famous cardboard box disguise is a great way to ambush people... especially if you're strategic about where you position yourself so as to blend in with your surroundings. The one time I popped up out of nowhere to lob a grenade from my hidden position to blow up three guys at once was very satisfying -- and something that convinced me that I just has to do it again.

But that's what makes Metal Gear Solid 3: Subsistence so impressive already when it comes to its space in the online realm: it has a depth you're not going to find anywhere else. Though I'll be the first to admit that it doesn't have the same "pick up and stick up" accessibility of popular gun parties like SOCOM or Unreal, it's still instantly gratifying. Hardcore shooting fiends can still run around blasting the bejeezus out of things, while stealth nuts can lurk in the grass planting distractions and going into sniper mode if they so desire. It's this layer of flexibility that should give MGS3.5 the leg up on its competition -- it's a more sophisticated style of offing people, only hidden inside a very gamer-friendly package.

Detail hounds should also be happy to know that most of your favorite weapons from MGS3 have made the cut this time as well (it's possible that ALL the weapons are available, but they weren't when I played it). Major machine guns (like the AK47 and blah), grenades (frag, chaff, etc), and pistols can be mixed and matched for custom packages too, and you can always select new equipment between every re-spawn following your deaths or suicides (which last around 10 seconds or so). There also seems to be a large number of host-based customization options that can be manipulated as well, but Konami was keeping a lot of those secret during our tournament practice session. At least we know that we can customize some of the looks of our alter egos, though.

Sadly there was only one "capture the flag" mode available for play in the hour I spent with Subsistence, so I didn't get to try out some of the other aspects planned for the eventual launch. Nonetheless, the four-on-four competition was hot and heavy and the use of a frog instead of an actual flag was a funny little touch. It was also nice to see that there are multiple methods of attack for every map (hidden tunnels, sneak points, areas that take advantage of camouflage) and even a couple of environmental puzzles that make your method of approach pretty interesting (there's a frog on the roof of a shed, how do you get it?). I am a little concerned about the lag (which showed up in varying degrees in nearly every match), but for the time being I'm willing to right it off as the victim of "early code"

Hopefully my experience will be enough to blast and CQC my way through to the championship round with my teammates this Sunday when we play a special tournament version of Metal Gear Solid 3: Subsistence against the Japanese. Be sure and check back with us for more then (and possibly even before) for additional info. See you then.